New Spells:

Familiar's Sense Share Life
Divination Necromancy
Level: Sor/Wiz 2 Level: Sor/Wiz 2
Range: See text Range: Touch
Components: V,S Components: V,S
Duration: 1 minute / level Duration: Instantaneous
Casting Time: 1 action Casting Time: 1 full round
Target: Caster's Familiar Target: Caster's Familiar
Saving Throw : None Saving Throw : None
Spell Resistance: Yes (harmless) Spell Resistance: No
Familiar's sense allows you to perceive some of what your familiar does, regardless of the distance between you. As a partial action each round for the duration of the spell you can replace one of your senses with one of your familiar's senses. For example, the round the spell is cast, you can choose sight and see only through your familiar's eyes. The following round, you can choose hearing and hear only what your familiar hears, but regain your own sight. The familiar doesn't lose any of its senses while you borrow them. Share life allows you to transfer some of your life-force to your familiar. you can transfer a number of hit points equal to your level to your familiar by touch, healing any damage it has suffered by taking the damage onto yourself. You cannot increase your familiar's hit points beyond its normal level; you can only heal damage it has suffered.
The spell does not grant you the ability to communicate with your familiar if it is outside the range of the empathic link. You use your normal Listen and Spot skills to notice things, modified by the familiar's Alertness feat. Lead or magical protections block the spell.
Familiar's Form Call Familiar
Level: Sor/Wiz 3 Level: Sor/Wiz 3
Range: Medium (100' + 10'/level) Range: 1 mile
Components: V,S Components: V,S
Duration: Until caster returns to his body Duration: Instantaneous
Casting Time: 1 full round Casting Time: 1 action
Area of Effect: Caster's familiar Target: Caster's familiar
Saving Throw: None
Saving Throw: None
Spell Resistance: No Spell Resistance: Yes (harmless)
With a round of concentration, you can transfer your mind and spirit into your familiar's body as if you were using a magic jar spell (see PHB). Your familiar's spirit is harmlessly suppressed while you inhabit its body, while your body falls into a deathlike trance. You can use your familiar's body as if it were your own. if your familiar is normally capable of speech, you can cast spells with verbal components. If your body is killed while you are in your familiar's form, you become trapped there. if your familiar dies while you are possessing it, you are automatically returned to your own body and suffer the normal effects of your familiar's demise. This spell summons your familiar into your presence from up to 1 mile away (within the empathic link). The familiar appears immediately, anywhere within arm's reach of you.
You cannot return to your own body unless your familiar is within the range of the spell.

New Feats

Extra Familiar
General: You have an additional familiar.
Benefit:





By taking this feat you get an additional animal familiar of a type described in the PHB (or here). The familiar can be the same type of animal as your first, or a different type. Existing familiar feats apply to the new familiar. So if you have the Construct Familiar feat, for example, the new familiar you call can be a construct. The sorcerer or wizard gaims all the benefits of both familiars, but identical bonuses from multiple familiars don't stack. For example, a wizard with both an owl and a cat familiar receives only a +2 bonus to Move Silent checks, not a +4 bonus.
Special

A character can gain this feat multiple times. Each time you take the feat, you can call another familiar.
Construct Familiar
General: Your familiar is a construct rather than a living being.
Benefit:




Rather than a living creature, your familiar is a magical construct, a mechanical creature animated by magic. The arcane spellcaster must still specify a specific animal to call as a familiar; the familiar that appears however, is a construct version of that creature. See page 5 in the Monster Manual for construct special qualities. Note that you cannot convert an existing non-construct familiar to a construct familiar by taking this feat.
Undead Familiar
General Your familiar is an undead creature.
Benefit: Rather than a living creature, your familiar is an undead version of a normal animal. See page 6 in the MM for undead special qualities. Note that you cannot convert an existing non-undead familiar to an undead familiar by taking this feat, although if your familiar is slain and you have this feat, you can reanimate your dead familiar with a raise dead spell. Undead familiars tend to be associated with characters of evil alignment, especially necromancers.
Undead familiars can be turned or rebuked. Use the familiar's effective Hit Dice (see phb 51) for the purposes of turning or rebuking. A familiar fleeing or cowering as the result of a successufl turn can't obey commands from the master (any more than it could while fearstruck or paralyzed). Raising a destroyed undead familiar brings it back as a living creature.